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  1. Xenonauts: Arms Race v0.4.3. Annotation: The "Arms Race" modification is aimed at improving the original firearms ("ballistic") weapons, as well as expanding the arsenal due to real models that existed at that time (or around that time). All weapons and equipment stats now are close to realistic, due to which its combat effectiveness has increased dramatically. In addition to the production of weapons and ammunition, which is already implemented in some other modifications, there is an alternative option for obtaining it: Purchase. Goverments, for an increased fee, are ready to provide the necessary supplies in large numbers in a short time, but at an increased price. Features: - Significant early stage gameplay rework - Almost 200 new weapons - 3 new armor options: Jackal-T, a reinforced version of the standard Jackal; Flak armor immediately available to xenonauts; and the heavy armored suit Voin-X. - Updated tree with new technologies - Improved aircraft and air weapons: Moved to more real stats old and new models, French and Soviet missiles, Su-25 attack aircraft, MiG-23, MiG-701, Yak-141, Su-47 interceptors and unguided missile blocks. - Increased arsenal of alien invaders - Elite soldiers from the start Installation: 1. Download last version of XCE 2. Clear "Mods" folder 3. Move and replace files from the mod to the "assets" folder 4. In the mod manager, leave enabled: X:CE Steam Mod; X:CE Balance Adjustments; X:CE Settings; X:CE. The installation order is not particularly important. 5. Launch and play Download link (Google disk): https://drive.google.com/file/d/1P8dXp9gT45LZAq_p9PM4mncjfUr6monz/view?usp=sharing Known and possible errors: - No descriptions of some weapons - Some inscriptions are replaced with "####" - A sledgehammer can be given in the inventory along with another one-handed weapon or shield, but in tactical mode some of this disappears; - Possible incorrect operation of new weapons for vehicles - Possible errors with animations of new alien weapons - Possible errors with animations of new xenonaut weapons Sorry for text mistakes Mod development discontinued.
  2. This modification changes rank images and the uniforms of the agents to look like 70s Bundeswehr of the Federal Republic of Germany to give the game a more Cold War era look Screens: 001 002 003 004 005 006 007 008 009 010 011 012 013 For this modification to work properly you need Jsleezy's Real Armors. Version history: 1.0 Initial Release Pataschka's BRD Commander - main file of the modification Pataschka's BRD Commander Khall's More Portraits - Support of the Pataschka's BRD Commander modification for Khall's More Portraits mod Pataschka's BRD Low Ranking Option - Rank insignias and rank names from Soldat to Leutnant --------------------------------------------- Pataschka's BRD Low Ranking Option This option renames and gives relevant insignias of ranks from Private to Lieutenant instead of from Private to Colonel. You need Pataschka's BRD Commander mod for this modification to work properly. Disclaimer: The purpose of this modification is to give the game the Cold War atmosphere to match the setting of the game, however, the author of this modification isn't trying in any way to propagate army service. Special Thanks: - Goldhawk Interactive - for creating and publishing such a beautiful game - People from Wikipedia who made the Military ranks of Bundeswehr page - Jsleezy for the Jsleezy's Real Armors modification - People from goldhawkinteractive forums - All those people who decided to download this modification. - https://www.bundesregierung.de/ for providing detailed information regarding the insignias, parade uniforms, and army branches. Installation Instructions: 1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods) 2. Unzip into the /mods folder 3. Launch Xenonauts.exe 4. In the opened "Xenonauts launcher" hit the "Modding Tools" button 5. Select "Pataschka's BRD Low Ranking Option" string and hit "Activate" Button 6. Select "Pataschka's BRD Low Ranking Option" string and hit "Move up" Button for this mod to be higher than "Pataschka's BRD Commander" 6. Click "Back" button Now you can launch the game --------------------------------------------- Pataschka's BRD Commander Khall's More Portraits This mod adds support to the Pataschka's BRD Commander mod for the Khall's More Portraits from the Community Edition version of the game. If you are using X:CE with Khall's More Portraits you will need to install both Pataschka's BRD Commander and this file for the mod to work properly. If you are using the vanilla version of the game then you don't need this support file. Download only Pataschka's BRD Commander file instead. Installation Instructions: 1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods) 2. Unzip into the /mods folder 3. Launch Xenonauts.exe 4. In the opened "Xenonauts launcher" hit the "Modding Tools" button 5. Select "Pataschka's BRD Commander Khall's More Portraits" string and hit "Activate" Button 6. Select "Pataschka's BRD Commander Khall's More Portraits" string and hit "Move up" Button for this mod to be higher than "Pataschka's BRD Commander" 6. Click "Back" button Now you can launch the game --------------------------------------------- Pataschka's DDR Commander This mod changes rank images, character images at the base, and the uniforms of the agents (basic and jackal armor) in the style of West Germany to give the game a more Cold War-era look. The jackal and basic armor unit colours at the ground combat were reskinned to reflect the colour schemes of the changed uniforms. At the main menu screen: - At the difficulty screen each uniform was repainted in the following order: easy - Brigade-General, normal - Generalmajor, veteran - Generalleutnant, insane - General At the base: - The uniform of the drill instructor in the personnel tab was changed to a West German paratrooper uniform with a rank of Feldwebel - In the storage screen the character's uniform was edited to a West German paratrooper uniform with a rank of Major - All the soldier photos were edited to have a parade paratrooper parade uniform with a red beret. - In the roster screen the basic uniform was replaced with the BRD field uniform. - the jackal uniform was replaced with the BRD field uniform with a bulletproof vest and helmet - Ranking images were changed from the original to the West German "shoulder board" variant to match the soldier uniforms Ground combat: Jackal and Basic armor units were recoloured from blue to green colour. Credits: From the https://www.bundeswehr.de/resource/blob/58152/f30ccd4054643f4c1b4db03017567d4c/bekleidung-und-uniformen-der-bundeswehr-data.pdf file were taken informnation regarding the looks of the uniforms. Icons and medals for the difficulty screen were taken and edited from this file. Also, the looks of the general's uniform were inspired by the photos from the internet. Disclaimer: The purpose of this modification is to give the game the Cold War atmosphere to match the setting of the game, however, the author of this modification isn't trying in any way to propagate army service. Special Thanks: - Goldhawk Interactive - for creating and publishing such a beautiful game - People from Wikipedia who made the Military ranks of Bundeswehr page - Jsleezy for the Jsleezy's Real Armors modification - People from goldhawkinteractive forums - All those people who decided to download this modification. - https://www.bundesregierung.de/ for providing detailed information regarding the insignias, parade uniforms, and army branches. Installation Instructions: 1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods) 2. Unzip "Pataschka's DDR Commander" folder into the /mods folder 3. Launch Xenonauts.exe 4. In the opened "Xenonauts launcher" hit the "Modding Tools" button 5. Select "Pataschka's BRD Commander" string and hit "Activate" Button 6. Select "Pataschka's BRD Commander" string and hit "Move up" Button for this mod to be higher than "Jsleezy's Real Armors" 6. Click "Back" button Now you can launch the game ------------------------------ This mod is compatible with anything that does not replace the same files (unless you go around tweaking them). Mirror: https://www.nexusmods.com/xenonauts/mods/60?tab=files Pataschka's BRD Commander.zip Pataschka's BRD Commander Khall's More Portraits.zip Pataschka's BRD Low Ranking Option.zip
  3. Mod im working on and yes I am the artist for the drawings. I plan to redraw all the armor and soldiers and do the sprites as well to match the armor (kill me its going to be a pain) hmmm might also do some the splash art/base art as well. I havent done any males yet other than the one you see at the moment. I havent started on them yet and just wanted to showcase the male uniform. I still have a lot more females to do so yeaaaaaah its gonna be a while till I release this mod.
  4. As of right now, is there a way to change the starting soldier stats? Asking because one of my favorite things to do in the first game was to set all the starting stats to around 100 as a minimum so the soldiers would act more "realistically." I also enjoy removing any level up bonuses for stats so the soldiers become more expendable. When a new recruit is as strong as some veteran, the pain of losing soldiers becomes a lot less and you can burn through them, which is how I enjoy these kinds of games.
  5. Hello, I'm a complete newcomer to the forum. For a bit of background, I have played vanilla Xenonauts and loved it. I was thrilled to discover mods for it. I managed to set up xce (0.31 and the mods from the mod package) and had fun with noting the casulaty list, the faster turns, the absence of the "hidden move" picture, the soldier's role icon being displayed next to their number in ground combat, incendiary grenades and rockets. I have now moved to the latest version of xce (0.34.3 though X:CE Base Mod gives me 0.35 UNSTABLE ?) and mod package (discovering the latest version after my version basically stopped working of some sort? the game always crashed when I clicked on the equipment tab in the soldiers loadout menu) and noticed that several of the mentioned functions are not in effect: no incendiary grenades/rockets, "hidden move" pic back, no soldier role icon in ground combat. Were these removed from XCE and associated mods or am i missing something else completely ? Please advise. edit: Additionally, if those functions are to be activated by the user by changing values in various xml files, could someone be nice enough to pinpoint me which files and lines in said files should i look for in order to access (for example) retaking lost bases ?
  6. Hello everyone, I am a new Xenonauts player, who played Jagged Alliance few years ago, and I was wandering if there is some sort of a humans vs humans only mod, where instead of aliens player fights against humans?
  7. I recently downloaded a few mods, those being "Increased Maxed Accuracy" and "Lore+". After doing so i found that i would unlock parts of Lore+ over and over again such as the analysis of the aliens that i had killed. i did not think too much of it until recently (about 2 days ago) when the game started crashing and gave me this error(see picture). i have tried verifying the game's cache and deleting and reinstalling the mods but nothing has worked. Can someone please advise me on how to solve this problem?
  8. This is an old issue that I already saw several old posts for with no resolution as far as I could find. All my mods in the launcher keep resetting to inactive after exiting the game. I have to go back and reorder them and reactivate each of them every time I want to play. Everything worked fine until I DLed some new mods. I recently installed the new map mods after getting tired of seeing the same map over and over. The Swamp maps mod does not work BTW, it crashes the launcher if activated. This started after this round of Mod installs. I am running vanilla version 1.65W
  9. Hi all, you may remember a few years back I did an AWACs mod which let you put in an AWAC recon flier at the game start. I playtested it and I loved it, thought it added a whole new level of strategy to the game. Well, I'd love to update it to the CE version and be able to upload it to Steam. The problem is I just can't get the damn thing to work. I wonder if anyone could help? I also can't seem to get the modding log to show up, I can get the thing to show up in the Xenopedia. I can get the Condor purchase box to move, so it registers something there, but just no. It's not working. AWACFuel3.zip
  10. Bug: Mod cannot override fonts, launcher images, and splashscreen image. Steps to reproduce: Run launcher, add attached mod and put it at top. Launch game. Note that splashscreen is not overridden by the mod. In the game, note that all text is missing, because the font is not overridden by the mod. Exit and run launcher. Note that the launcher button is not overridden by the mod. Exit launcher Manually replace the "fonts", "launcher", and "splashscreen" folders in xenonauts with those in the mod. (Keep a backup!) Repeat step 2-5 and note that the replaced resources are functional (screenshots below). In plain words, I got a Chinese translation mod for X:CE, very comprehensive and intended to be a nice citizen of X:CE. But it won't work as a mod (which is forward-compatible) unless at least the font can be overwritten. What the launcher and game should look like after mod: mod_xce_zh.20161103.zip
  11. X - Division New Dawn V 1.00.10 for 0.35.0+ XCE We are in the sky ... We are on the ground ... We are a paramilitary organisation ... We have the best of the best - with some personal issues here and there. Real characters as you say nowadays ... We do everything, from stealing to protecting transports, smuggleing weapons for those who can pay for it. We destroy organisations if the price is right and provide safe routes from A to B, even through hell if it has to be ... Sometimes we also do some good guy stuff, but dont ask for it, except you can put enough money on the table ... Our people are unhonorable discharged veterans or geniuses who dont feel quite valued in their former organisation. Some average guys as well who are attracted to the way we do things ... but honestly they have to be a bit crazy to be hanging around those guys ... say us ... ... everybodys a bit crazy here ... We have been hired by some wealthy individuals who think we can save the earth and believe in our methods. This group has put their faith in us ... and most importantly, their money. I guess it is time to do some good guy stuff again ! Whats my spleen ? World Domination ! Everybody ought to have a goal, no ? But if these aliens do as they please there will be nothing left to rule over. What is yours, commander ? Welcome to X-Division ! The Team Drages - Lead Modder and Art Manager Charon - Code Manager Draku - Debugger and Tester Sfarrelly - Writer AI Advisor and XCE Support - Kabill, Solver, Ilunak Dedicated Testers - Phoenix1x+52, Marandor1 Support - Max_Cain, Kabill Special Thanks - Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2, asierus24, Blackwolf, Reactorcore, Alienkiller, CherryCoke, XCOMJunkie, Brandon, Maera, Trueman11 Special Thanks to Content Contributors: Max_Caine, the XNT team, Axiomatic, Pandi, Svinedrengen, Z01, We are thanking Chris for a wonderfully modable game and all the experience we could make because of this What people say about X-Division "Before all of this, the aliens were fighting seriously with jokes, then we gave them actual weapons and now they are fighting seriously, jokeing about you" - Drages "Your blinking dots on the hull look so awesome that its the first time i actually looked at the UFO in over 600 hours of gameplay time" -Charon Table of Content 1. Game Overview 1.1 Game Details 2. Questions & Answers 3. Installation 3.1 Latest Patch 3.2 Troubleshooting 3.3 Linux Installation Advice 4.Known Bugs 5. Some things before you start 6.Credits 1. Game Overview X-Division is a complete overhauled game experience, featuring an vast amount of different enemies to capture, a new and improved, aggressive AI, 288 new weapons including katanas, 9 vehicles and 3 mechs and 13 sets of armour. New revised Aircraft game , crafted by me which builds and extends on the existing aircraft mechanic and polishes it to the extreme. New mechanic, hit and run tactics, new alien weapons and more .. so totally not what drages planned :). 22 new aircrafts from which 5 are alien interceptor to recruit and 48 aircraft weapons. Enemies feauture different armor resistances, different strenght points and weaknesses. Every alien race is good and bad in and against something and you better find that out quickly before its too late, commander. Terror and base attack missions will happen frequently and will be of importance all the way to and in the end game. Captureing aliens is immensly important in this mod as it will open up all the vital and better tech for you. Unique specialists you can only capture at terror sites, crash sites or base attacks. Special UFOs with a special goals which carry special units into battle. Special Officier Units for every phase of the game to capture to give you that special research boost you need. Aliens will adapt to your style of playing with different strategies of aggressive overwhelming force. " Every phase will have their own weapon branches. Ths branches will be mostly energy or ballistic based. Addidition to this your arsenal will make updated versions we call as MK in the mod. You will get the MK 1 versions as prototype and easy. For MK-2 versions, you will need to capture alien specialist and for MK-3 ultimate versions you will need to get specific things. Vehicle Weapons, Grenades and Explosives will have updated versions too. Special UFOs with a special goals which carry special units into battle ! UFOs with their own puposes and missions. You will see huge ufos for terror and base attacks, nearly impossible to stop at the air. You will see shuttles and special cargo ships along others. You will see any kind of ufo nearly at every phase with their upgraded stats, weapons and crew. Near endgame, you will see the real force of the Alien menace with the all mighty dreadnought and motherships." - Drages An detailed manufacture and disassembling system for alien weapons, grenades, UFOs. A chance based, incredible intrigues, complex research tree featuring around 900 xpedia entries and lively maps with civilians and local forces appropriatelly equippted. All of this over 4 balanced Phases over the game presenting a long and hard journey to menkinds destruction or, temporary, survival. It is in your hands, commander. 1.1 Game Details Weapons and Ground Combat Aircraft and Aircraft Gameplay Manufacture, Research, Xenopedia Maps, Graphics and UI, Miscancellous Picture Gallery 2. Questions & Answers 3. Installation 0. The base vanilla version has to be 1.65+ . 1. To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Then make a fresh install of xenonauts. X-Division 1.00.00 is not compatible with earlier versions. 2. Install the latest XCE version. For windows steam users right click on Xenonauts in your library > Porperties > Betas > community - Xenonauts: Community Edition branch For GOG/linux steam users follow the latest installation instructions here: http://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/ Linux steam users will need to run X:CE through WINE or a similar program. 3. If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that. 3.5 Start up the game at least once and exit it properly. 4. Download all 3 parts of X-Division 1.00.00: Download ( Part 1 MD5: d46af869d5435a9c425d51acd1442897, Part 2 MD5: c57b4fb563ca419c9e455f0908701fe9 , Part 3 MD5: c8ca596b39d920e45a9a45fc71611892 ) 5. Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation. As soon as the installation finishes you can activate it again. Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Double click the .exe file. Follow the instructions of the installer. Winrar or Peazip have been confirmed to work. 6. The advanced installation has some options to choose from, namely: There are some optional mods you can activate/deactivate. Lets go through them one by one: 1. X-Division Easy Airgame/X-Division No Airgame There are 3 ways to play the airgame, 1. Manual 2. Autoresolve 3. No Airgame . No Airgame removes the necessity to play the airgame and replaces it with a 1 click solution. With No Airgame you only have to build the latest fighters and bombers and hit autoresolve. If you quickly want to jump into the Ground Combat this is the option of your choice :). Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game. Recommended state: ON if you want to skip the airgame. 2. COM - Ambient Sounds/COM - Ambience Forest This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable. Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability. 3. COM - [V1.08] Jsleezy's Real Fighter Portrait Pack Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies Recommended State: OFF if you dont want to play with more realistic faces. XCE 0.34.3 should fix the instability. Checklist in case you want to change something later on: You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop The modloader needs to be EXACTLY in the priority order the installer sets it. The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame, Khalls and Jeezlies different portraits ( only one active at a time ), both Ambient sound mods ( either active for ambient sounds or deactivated for more stability ) and the No Click sound ( removes mouse click ). You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with. 7. Apply the latest available patch - 3.1 Latest Patch section ^^. Every patch contains all prior changes as well. 8. Installation video by Mulligan/LeEdgyMemeKing if you need more help https://youtu.be/Jwwn9bU6y10 - Mulligan https://youtu.be/l439koiq0_8 - LeEdgyMemeKing 3.1 Latest Patch ( theres a patch history in the third post - with downloads ) Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .00 to .01 patch is savegame compatible As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.01 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 489d03269506927ae5981dbb0de816be ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off. DAY X Unofficial WiP Version 1.00.11c "New Dawn" Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .10 to .11c patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign. As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.11c Update: https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM ( MD5: e852cdedc43f0c7b6aaa4f4c60300601 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: DAY 978 Unofficial Version 1.00.10 "New Dawn" The .01 to .10 patch is NOT savegame compatible. Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.10 Update: https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU Link ( MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: You did it. Welcome onboard, Commander ! 3.2 Troubleshooting This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. Sincerely yours, Drages I think i got a bug, can you help me ? If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ). I cant get the 3 multirar files to work, any help ? The first step to troubleshoot this on your own is to make sure your files are the correct ones. Generate your md5 sums of all 3 files and compare them to the official ones provided with every download. If they are the same, you got the correct data files. After that its just making sure all 3 files are in the same spot and open the first one with either WinRar or Peazip. Why does the first start take so long to load ? Thats normal. X-Division is quite a big mod so loading all of its ressources takes time. Help ! I cant click on anything in the geoscape ! Hotkey are working though. Make sure that everything is the way it should be and then: Simply start up the game, go straight to new game, start a new game, load your current save, save it, exit and restart the game. This should now be fixed. The top part of this Cruiser does not get transparent. What do i do ? You change your view option by pressing the button right beside your inventory one. Cycle through until you find one that works lets you see inside the UFO. 3.3 Linux Installation Advice We know that linux users love to tinker endlessly in order to get their software working, and we dont want to take that joy (and countless hours ) away from you. But if you are struggling and want to get some advice into the right direction, here it is. You will have to start XCE through a windows compatability layer, WINE or Proton for instance The installer might not work for you, because it expects Windows variables you dont have. The assets.7z contains all the X-Division data you need, and you can copy and overwrite your vanilla assets folder with it. You will need to manually rearrange the mod loading order. Section 3.1 should have some pictures how that should look like. Find the linux equivalent of %APPDATA%/Goldhawk Interactive/Xenonauts/internal/scripts and delete the scripts folder once after step 3.5. You propably know better what i am talking about than i do, because i dont keep track of 10 different distros and how they handle stuff. People have reported that that should lead to a working version, mostly depending on how well the windows compatability layer handles the sys calls. You can now celebrate that you have a working game on linux :). 4. Known Bugs ( at least until the next patch ) Units can spawn outside map tiles in base attacks - If that happens make sure you did in that mission what you wanted to do, then save and exit. Start the game with the Xenonauts_gc_editor.exe in mods/xce/... and load up your save. Press "V" to kill every non xenonaut unit. Save and exit and continue to play like normal. 5. Some things before you start 6. Credits A big thank you from the team for being such an awesome community. You made it possibly that we are able to release the final version of X-Division now. I especially want to thank the team who made it possible and accompanied X-Division through its various stages of development. @Solver Who is totally not a member of the X-Divison development team. I want to thank you for giving the much needed code support and all the new and fantastic features X-Division players are capable of experiencing now. Without him the growing of the game would have already stopped when custom Terror UFOs wouldnt obey the Terror Site Intervall. He made it possible that passionate modders can do what they do best, while silently removing obstacles from the back. In honour of your service i grant you the title of "External X-Division Teammember" @drages The main developer and creator of X-Division. Without him all of this Insanity would have never started. He had the vision, made the plan and strifed to fullfill it throughout many years. It is only because of him that we can finish this game today. Thank you for giving me this opportunity. @DrakuOne of the oldest members of X-Division. He did most of the grunt and testing work during the most active development cycles. Aint no Palace without somebody to actually do the work. @sfarrelly The string guy. He wrote most of the research preview entries. If you know what you are going to research than it is totally because of him. @Phoenix1x+52For doing the total insane hercules task of playing through the game from A to Z. He tested everything from the working things to the not so working things and recorded everyhing for sake of me examinating every pixel in the recordings. That X-Division is in such a bug-free and balanced state is mainly because of his work epic. He has been supporting X-Division through all its stages ( hm, installer ) and has been a loyal friend to the end. Many Kudos to you. @Maerafor giving moral support and a lot of enthusiams for new maps. @Marandor1 The second tester in command. He tried his hardest to convince me to make the game more fun than me trying to make it challenging. You can judge for yourself if he succeeded. @SvinedrengenFor making some good maps. and ofcourse ... @community for all the advice, suggestions, support and love that you gave for the game. Without you the journey wouldnt have been worthwhile. You created, enriched and made the game into what it is today. Thank you for being there on this journey. I will see you in the game . Thank you for everybody who i didnt mention but was still part of this journey. A big thanks to @Chris for making Xenonauts. Enjoy ! The next three posts were the continuation of the OP, please take a moment to glance over it.
  12. Hey all, just letting people know that I released the first version of Xenoscape, a simple mod that's designed to add and replace the music in the game. I loved the Xenonauts game from start to finish, but thought that it could've probably used a more distinct atmosphere for it music-wise. Since I've recently been making electronic music anyway, thought it might be interesting to try modding a game with it as its background. This is the first time I tried anything like this (usually I tend to focus on live performances only) and it's a work-in-progress experiment of sorts, but would love to hear what people think. As mentioned below, the style is sort of a mix of IDM, ambient, and a jam band -- I think taste-wise it's a pretty niche thing, but thought it might fit the sort of eerie, weird atmosphere of the game itself. Most of the tracks are improvised on a ROLI Seaboard in a very weird way, so the sound has a kind of "raw" quality to it that you normally wouldn't get from traditional recording techniques. The mod has over 3.5 hours of music in it, so it's pretty large. (~400MB) If you play very quickly (or like to save/reload a lot ), there's a good chance that you might not even get to the end of a lot the tracks. Hoping this will increase immersion, if anything. It's been a pain trying to get it on the Steam Workshop because of its size limitations but it'll be up there as soon as I figure out a workaround. Looking forward to Xenonauts 2, by the way! Hoping that the game will continue to support the modding community for the next release. FYI - I've been having issues with volume control in-game...it doesn't seem like the "volume" parameter in the sounds and sounds_gc files are always responsive. If it becomes a major issue I try for another update, but we might leave it if it doesn't bother people that much. Let me know if you think there's anything that can be done. Description and links here: Xenoscape is an original music add-on mod for Xenonauts, designed to replace and change the atmosphere of the game throughout its gameplay. Most of the tracks are longer than the play-duration of each setting (Air Combat finishes in under a minute, usually, but the track goes on for much longer) for increased immersion. The style is a mix of 80s cheese-synths, IDM, ambient music, and improv. If you enjoy jam bands you might like this mod, since most of it is improvised!! Tracks 3 Air Combat Tracks 4 Geoscape Tracks 3 Day Combat Tracks 3 Night Combat Tracks Main Menu Track YouTube Playlist: Nexus: http://www.nexusmods.com/xenonauts/mods/18? If you enjoyed the music and would like to support the lab, like the YouTube videos and subscribe to our YouTube channel, and stream the music directly from the site at any time. The channel will be periodically updated for new projects and musics in the works! http://tangerine.fm
  13. I really love this mod, even if it is quite hard and could do with some updates,(maybe one allowing for a more casual experience, ect.) i've juts re-installed the mod, and I just can't figure out how to get it to work, as, when I click on shields or(when trying to equip my soldiers) try to enter a battle, the game crashes. Anyone have an idea as to how I can fix this/ is there an updated version of the mod/ when will the dev be back?(as well does the xenonauts community edition work with this?)
  14. So ,Phantra what is this mod about then? Well, this mod aims at Improving the sound effects and adding voiceovers to some of the actions/events happening in the game by replacing exsisting .ogg files or incorporating entirely new ones. All of the sounds currently in the mod have been extracted,compiled and build in the model of their xenonauts vanilla counterparts from bits and pieces by me. (current version original bits and pieces were taken from bf3 and bf4's massive arsenal of sounds. ) keep in mind: although I did my best to preserve the style of sounds of the original in the new files, some turned out utterly different. Beta 0.2 Release: - new balistic vanila weapon sounds . - new aircombat sounds for missiles and canons aswell as new a crash sound. - new vehicle death sound ~ - new flames sound. - new rocket launcher and frag grenade sounds. Plans for the future: - making new sounds for injury/death sounds of humans and maybe some of the aliens if i can manage to make them sound as they should. - changing footsteps/impacts/door stuff/etc. - new sounds for the rest of the vanilla weapons/items. - adding voiceovers to ground combat actions/events. How does one Install this mod? - step one, make backups of your sounds.xml and sounds_GC.xml aswell as sounds and sfx folders ... after that: - If you are getting this mod for a clean instalation of 1.06 you just need to extract the zip file into your xenonauts install folder. - if you have mods that modify the sounds.xml and/or sounds_gc.xml or have a newer version of those files (CE/patch etc) then: you would need to Install the sound files manualy + make changes to sounds and sounds_GC, the files that would need assingment in there would be: AirCrash.ogg -> in sounds.xml assigned to the sound played when a unit crashes in aircombat AirCombat_explosion.ogg -> in sounds.xml assigned to aircombat explosions VehicleDestroyed_1.ogg -> in sounds_GC.xml assigned to vehicle explosion *Currently it has been tested on version 1.06 of the game and in need of testing on other versions. Download Link here Discuss the mod + Idea's/requests here: http://www.goldhawkinteractive.com/forums/showthread.php/12627-W-I-P-Sound-mod-%28non-music-sound-replecement-additions%29
  15. The beta 0.2 has been unleashed onto the world! get it HERE Beta 0.2 changelog: - changed rocket launch sounds, removed spring trigger effect to allow faster ignition sound (was doing shenanigans ingame on short range rocket fires) - gave frag grenades some added ambience making the explosion sound with much more..errm...presence. -finished with the machinegun. 10 bullets burst. each bullet has 5 parts. that was 50 audio parts in total + 1 echo part at the end. This would not be possible without coffee for sure~ progress update 12/1/2015: - new air combat canon and missile launch sounds. - new reloading sounds for all vanila balistic weapons. - new firing sounds for all except the machinegun (it needs the most work since its bursts only and those are the hardest to make the way i do them...an no I didn't shoot up the neighboorhood to make those >_>; ). - new rocket launcher fire + explosions and new grenade exposions. - updated preview files to showcase new changes. Progress update 10/1/2015: - 1 new vehicle death explosion sound. - 1 new aircombat explosion sound. - 1 new aircombat crash sound. - 1 new flames sound. - changes in sounds and sounds_GC , renaming some sounds and assigning new ones. ( aimed to preserve the number of sounds and their use ingame rather than adding a bigger number of files, reason:not sure how much new stuff I can add so will be changing exsisting files for now .) work preview, switched to .ogg files since .WMA downgrades sound quality for some reason ( preview style: original sound followed by mod sound after some silence ) https://www.dropbox.com/sh/rsljewrbay49t4x/AACDw8br9CXXXHkR53h5wEMJa?dl=0 next on the todo list: - finishing machinegun - more grenades - start work on wounded and dead sounds of humans
  16. Xenonaut Choices Part 1 Introduction I am releasing this Mod early as a "Part 1" as I want to take a break for a while, however what I have so far has plenty of content and mainly adds new items, weapons & Tech trees to the game. At the last count it adds around 70 items/weapons to the game, all with full research paths. We've got Mine Launchers, we've got Alien Proximity Scanners (Film Aliens), we've Grenade Launchers, Combat Stims, Hypo Sprays, Lightning Weapons, Tranq Guns n Crossbows and hopefully a shed load of other things that you would really like to find in this kind of game. What is the Concept Sometimes games are very linear and the path you take is drip fed to you. I personally hate games that progressively get harder as you level up or get items. If I lived in such a world I would never pick anything up or attempt to better myself, because as soon as you do all your enemies level up too. I would downgrade to a club and go beat my enemies while they are weak Hopefully this mod is designed so that good choices are rewarded by actually making the game easier. This is a bit experiment and I am not sure how much I am going to have to tweak things to make it work. The idea of Xenonaut Choices is an attempt to cater less for the casual gamer and more for those who want a whole lot more out of their game. What I am attempting to do is add lots of extra command choices in an attempt to really mix things up; Do you work broadly across the Tech Trees in attempt to be an all rounder, or do you work deeply perfecting in each category before moving on. This will test your skill as a commander. Summary Of Changes Gui Changes New Projectiles New Weapons & Items (Lots) New Tech Trees New Particle Effects New Sounds How Is Game Balance Effected I actually like the balance of the vanilla game and found it challenging but not so difficult that I had to save it every time my soldier blinked. So in general terms I have tried to keep the game balance at about the same level, however I also wanted to give a sense of progression and reward good choices so the mid term part of the game should actually be easier if you are playing well. I also wanted to heighten that sense of achievement by making the start of the game much more difficult. This has been achieved not by upgrading the aliens but by downgrading your arsenal to be underfunded options for the time period. This I feel fits with the Game story well, as its obvious that your worldwide organization wasn't taken seriously by the fact that you only had a few planes and only one base. That is of course until the Invasion at which point the world would have your full attention but unfortunately any spare funds they had are now channelled elsewhere try to bolster up local defences etc.. Therefore Its down to your leadership skills to procure the funds needed. Economy The idea was and still is, to allow opportunities for manufacturing for profit. The world suddenly needs weapons right, and you have a crack team of scientists. Are you going to devote resources to making manufacturing plants and setup business. Its harsh but maybe its the only way you are going to win the war of course the choice is yours. I have added a few items that will make a good profit and some that will lose you money. The first few rounds of weapon and item research will result in unlimited quantities to reflect the ease of sourcing or manufacture, however as better and better items are researched they will need to be manufactured and require rare parts etc. GUI Changes I have tried to keep them to the minimum as part one of my mod, however I have in the short term at least had to expand out some of the menus to fit all the extra stuff in. (Otherwise the little scroll-wheel on your mouse will be worn out.) Ballistic Lovers Yes I have tried to cater for you and it is possible to complete the game with ballistics only. Since programs like Stargate and similar have been around, it seems that there is a demand for old and new technologies to coexisting in games. So although more Hi-Tech weaponry options will turn up in my mod you can still keep updating ballistics. There may be an eventual limit on damage, however you can keep investigating weapons that chuck out more rounds per minute of have other advantages. If you go this route there is plenty to keep you busy. Pacifists For those who like to play the game with as little blood shed and deaths as possible there is a pacifist route, however I think it would be so difficult to get past the begging part of the game without killing an Alien that you would have to compromise. I do however lay down the challenge. Armour Not this release I am afraid, Its a timely operation and I think I will add these as late steps to my final mod. However short term I made my gui images for my male shoulders have a more beefed up and muscled look. Hopefully I have made the female soldiers look more feminine without crossing in to the realms of being sexist. CREDITS If you like the graphics on the Weapons then its time I introduced you to an awesome site that will hopefully make your modding life easier. http://pimpmygun.doctornoob.com/app.php The weapons here very much match the graphics of the game. You can use the weapons listed or use the tool to create your very own designs using pre created parts. Installation Dont forget to take a backup of you Xenonuats folder first. Download the and uncompress the Changes Folder. http://www.mediafire.com/download/u3v72erkxyvkel5/Changes.rar Copy the contents of the changes folder into your "assets" folder. Recomended Mods That Work Well With This One. Skitsos Ultimate Megamix Map Pack 2000 (This is currently Crashing At end of Mission) Skitsos Sleek AI turn mod There is another mod called "Fire in the Hole" which is fantastic and should have been part of the core game if you ask my opinion, however its not possible to integrate without some modding knowledge as some of the files are shared. Aditional Things Of Interest This Mod returns enemy weapons captured in combat back to the Equipment screen. You can use them or sell them of like regular items. I have not found in my playthroughs that it unbalances the game in any great way as they are very inacurate. I have added Double Barrel Shotguns to the game and these have the ability to fire both barrels at once at no extra timecost. I think this adds a nice little tactical dilema to the game as it leaves your soldier very prone if he has fired both shots as he is now defensless until he reloads. Flamethrowers are back in, however you may not be too overwhelmed by my implementation. In my opinion they are betting in than out, even if they do not have the original cool triangular spread pattern that was intended. Feedback Yes please, If this Mod is so bad and I am wasting my time, I would rather be put out of my misery. However if you thinks its got some good ideas and got merit let me know and I will continue on with the next instalment. Also if you have content you want added and know how to implement it please update the post. Finally if you notice any issue that need fixing and or even better you know how to fix them please update me. My Favourite Addition Is the ability to call Airstrikes from within a ground combat mission. You need a reasonable spec machine otherwise the explosion is real laggy, but seeing that mushroom shaped explosion taking out everything in site is real fun. A costly option in more ways than one, but as said before the choice is yours. Next Steps Part 2 will be about adding new Vehicles and Planes. I had a request from Kiel to add more Enemy Weapons, I think its a cool idea and will put these in as the final stages of the mod. + any more interesting Items I can think of. Research if Area Effect Healing possible Put Alien Praetor Gun in Put Alien Flamethrower in Put in new Dropships if Community Maps will support. (Max came up with an idea to create "extradropship" place holder that could be added to all community maps as a modding standard) Thanks for Reading.....
  17. Hi, so i was playing this game for a while... and it is great Well...yesterday after few beers and some chat with friends which i share the amusement of alternate reality scifi's i got this crazy idea, some sort of "weaker" Extra Terrestrials (which could be absolutely done i suppose) because i want to set this mod into post WWI-war scenario. I am familiar with that the planes were almost wooden coffins armed with some pew-pew stuff which is almost certainly incapable of shooting down current ETs. So i was wondering if there is some way for this "total conversion" or not any advice/help/note will be appreciated.
  18. THIS WORKS WITH: v20 stable and v21 Experimental 5 Okay, so yeah, I'm doing another one. I've noticed in several threads that people could use guidance on how the UFOs act in the Geoscape, and I was reminded of the UFO mission types you could get if you interrogated alien navigators in EU1994. I had said previously in a couple of threads that I should do a mod for UFO missions, and now the ACA is done, I thought it would be a good time to start the UMA. I'm working with a different artist this time. Long time forumites will recognise Henry Ponciano. The UFO art he did seemed to have a special resonance - it was the one I got the most comments and private messages about (people wanted moar ufos!) so I thought, well, as I usually would commission fanart, why not put the work I would have commissioned to good use in a mod? Like the ACA, the research is automatic and is corpse- or rather, wreckage- unlocked. Shoot down a UFO, and as well as the UFO analysis, you'll get a mission analysis tied to the UFO. What I'd like to have done was tie the research to the mission that the UFO was doing at the time, but there's no way to access that data, so the best I can do is to tie it into the UFOs themselves. I'm taking an experimental step in this mod and adding a new "voice" to the game. You aren't going to be getting your briefings on UFO mission types from the Director of Research. You'll be getting your briefings from your Operations liason officer. I've tried to provide a different, more buisnesslike tone, but I'm not quite sure how it'll pan out. And we're done! MOD COMPLETE. here's the v20 stable and v21 Ex. 5 downloads. Gentlemen? Your feedback is very much appreciated on this, as I'm branching out in several ways.
  19. The purpose of these icons are to replace the role images that are currently found in the game, I am currently doing several experiments to see what type of backgrounds I should use on the icons and what weapons and items I can use on them in order to identify each role of each character. The Icons of Steel NEW Download https://www.dropbox.com/s/56dq86bpbmgj1t3/Steel%20Icons.rar Download https://www.dropbox.com/s/31ni1gtpq8d12f7/Colored%20Icons.zip Extras(Shields etc) Download https://www.dropbox.com/s/7saixu8o5sqif9g/Extras.zip ------------------------------------------------------------------------------------------------- Old Ones below Sharpened Icons here: These are the standard ones without any background. https://www.dropbox.com/s/ejyihkdllutf79b/Sharp%20Icons.zip Normal Icons here Uploaded with ImageShack.us https://www.dropbox.com/s/2q341ilaeu51x9n/Icons%20Normal%2BWhite.zip These were just an experiment but you can download. The 25 Degree Icons https://www.dropbox.com/s/f395gc5i2mvjpn7/25%20Degree%20Icons.zip
  20. So, having played a lot with the vehicles in 19.6 and having modded them to make them more useful, I thought I might put the mods up here for people to enjoy. The Type 2 Hunter The primary upgrades to the Type 2 hunter are a more powerful engine, an enhanced set of optics and a more powerful receiver/transceiver so it can report back what it sees to the squad. The armour has been enhanced with strategically located ceramic plates, especially at the front to protect the inhabitants and ammo storage. While the new engine gives better performance, it's physically bigger than the old one so the rear armour has been thinned to make room. The previous issue with the ammo feeding mechanism in the .30 cal turret has been cleared up so longer bursts can be fired without danger of jamming APs improved by +20 (80) Front armour improved by +10 (30) Rear armour reduced by -5 (15) Sight range improved by +4 (22) Burst fire improved by +2 (7 shots) Scimitar 20A1/B The B model Scimitar has been extensively redesigned to increase its durability in a protracted firefight. Armour plating has been thickened and borrowing a trick from Wolf armour, a superconducting lattice has been woven in which transmits energy from incoming plasma bolts to "bleed pods" that store and use this energy to power the vehicle and its weapons. Unfortunately repeated shots to the same area will damage the lattice and render it useless. There is also a potential issue with bleed pods possibly overloading, but we don't have the chance to give it a thorough field trial. We've added triple redundancy to the autonomous systems and added a secondary drive unit in case of failure of the main system. Improvements in weapon trajectory calculation have lead to modest increases in accuracy, although the updated fire control module has an alarming tendency to occupy most of the processor time when focussing on a particularly difficult shot, reducing the efficiency of other systems. APs improved by +10 (70) HP improved by +200 (600) Front armour improved by +10 (50) Side armour improved by +10 (50) Rear armour reduced by -10 (30) Accuracy improved by +25 (75) Laser weapons and above are capable of aimed shots at 40APs And the moment you've been waiting for! The download! This has been tested to work with v19.6 HF2. I do not know yet if it works with v18 - that' on my list of things to do. I'm still fiddling with the Hyperion, so I haven't included it on my list here. The vehicles... so pretty...
  21. Weapon and Suppression Balance Mod - 1.05 The goal is to change Suppression to a game mechanic that is to be used intelligently, vs a mostly ignored given, and to give a bit of flavor to the various weapon tiers. Besides Suppression overall Weapon Balance is reworked with the idea each weapon has a purpose and advantage. Also Alien stats vary more as they increase in rank. They have flavor, but none of them are harmless. Sebillians for example have a minimum of 30 reflexes that increase to 45. (Default is 20, which means you can run your entire squad right past them and probably wont trigger any reaction shots, and by default ALL Sebillian have 20 reflexes) Changes (Vanilla 19.6): -Suppression is reworked on human weapons with a general rule of 10 Suppression per bullet, with the exception of burst fire. - Alien Bravery Stats Increased (Suppression Points = Bravery) - Alien Accuracy Changed (Higher than 19.5, lower than 19.6) - Human Weapons Accuracy Increased from 19.5, but generally less than 19.6 - Close Range Hit Bonus Increased (From +15 per tile within 5 tiles to +18 per tile) - Suppression Point Regeneration per turn Increased from 25% to 50% - Shotgun Range Increased from 10 to 12 tiles - Grenade Throwing Range Increased +1 Tile - Weapon Tiers now vary in stats besides increased damage (Weapon Damage Unchanged) -Ballistic Pistol, Rifle, Sniper Rifle Reduced Suppression decreased to 10, Radius decreased from 3 to 1 (With the exception of Burst Fire) -Shotgun Decreased to 25 Suppression, from 30 -Lasers are more Accurate than Ballistics, Plasma has Increased Suppression and Radius vs Ballistics but with equal accuracy, MAG Weapons have the Accuracy of Lasers, and the Suppression of Plasma. -Suppression on Grenades Reduced -Stun damage on Stun Grenades reduced from 40 to 30 -Stun Damage on Rockets Increased (Download and place in your Xenonauts/assets Folder, and overwrite existing files.) Version 1.05 (Experimental Beta 19.6 Compatible) https://www.dropbox.com/s/as6tkl22hcpi9lp/aiprops.xml https://www.dropbox.com/s/hvdp73i4tv322x1/config.xml https://www.dropbox.com/s/3q97e8x3nlsl14r/weapons_gc.xml Feedback and Suggestions are Appreciated!
  22. 1.1 is here, With your much requested... Silly little swords! Click on the girl to download! Uhh... Whoops, did that not work? Scroll down for the real download link. Changelog: -Added not crashing to ground combat! -Added Varmint Rifle, Knife, Scimitar, and a Slightly Sadomasochist to obtain Messer. (Upon request for weaker weapon types.) -Rebalanced grenades (Higher weight, lower TU cost.) -Increased ammo weight to balance strength growth, multi-long arm loadouts are HARD to pull off in this version (At least in the early ballistic stages in the game.) -- Part of this is to counteract the fact that the V19 magazine size nerfs are not going to happen in this mod, as such, the heavy-ness of ballistic weapons are my solution to the problem of "Ballistic weapons giving too many bullets." -New sound effects for battle rifles, and cheezy sword impacts! This version is a official apology for the buggy V1Full. I am sorry. Now, If you need to download it, it is here! Be sure to tell me what you think of this mod now that it works, and feel free to edit files/try to create a more balanced version for yourself. - Then tell me about it. Its a cool story! Many of the sound effects are going to be crude, as this is my second time mixing sounds, so give feedback on that as well. Thank you to A333+Max_Cain, and Aufklarer for the wonderful Alien Class mod, and the More soldier class icon mods respectively. Thank you to all the people who made sure I knew of my week old crash yesterday, this version is for you! Additionally, there are bound to be some grammar errors in my strings, if you are a grammar nazi, be sure to yell at me for it! Now, I am very tired, and would like to do some additional "Testing" of the Varmint Rifle. For those who have read all of this, Thank you for playing, and have a good day! Edit: I found that the battle rifle sounds were not used in the XML files I release, and released a patch for this issue.
  23. Hopefully when alien armour and armour mitigation become Things this will be more useful, probably as a better penetrating rifle, but more recoil and less accuracy. For now it's just a beefed up Ballistic Rifle because I don't know how recoil works. Click the images for bigger versions. The current sprites are basically placeholder images until I can trace over it in a more Xenonautsy-style I suppose as a hotfix or something. http://www.mediafire.com/download/qflyv3yesnadhhp/AR-10_Xenonauts_Mod.rar Just extract it into the Xenonauts root directory.
  24. There are a few posts saying that the soldier CO ranks are unrealistic - although that said, when you're vaporizing psionic aliens with lazer beams realism is rather subjective and a matter of preference, as with all videogames. For my preference though I like the idea of having a combat rating system replace the military ranks. For my personal taste I thought about a combat rating system from 0 (Recruit) to 7 (Hero) 0 Recruit 1 Regular 2 Experienced 3 Professional 4 Veteran 5 Elite 6 Specialist 7 Hero This is pretty easy to implement with the strings.xml and hardly worth mentioning in the modding forum. What is worth mentioning however, is the rating insignia I'm designing, I'd like feedback. Like all the content I create for myself I'd like to also share it with you guys. Only problem is the current insignia I've made for my own personal use is a pretty blatant imitation of the mass effect Specter N7 ranks. Even though I've created the images from scratch I'm wondering is this sufficiently different? Comments please
  25. Hi, Falkner Here The first reason i signed up is to say what a fantastic job everyone here and the Dev team are doing with Xenonauts, it's clearly a labor of love. I'm very happy I purchased the game and looking forward to the full release. Why am i posting this in the modding forum? Well I'm an avid tinkerer and love to customize my games, I love how accessible Xenonauts is even to the casual modder and I'd like to share the content I make for myself freely with the community. Onto the content! One of the things I truly missed from the classic UFO:EU was the soldier portraits, the savage faces and outrageous hair were something I wanted to recreate for my own nostalgia. So i spent an entire weekend, perhaps a little longer in a flash utility called Hero Machine 3 generating portraits, 2d sprite style. Long story short, I now have around 115 new soldier portraits in the style of my profile pic from generic to the outrageous, a lot of them are inspired from videogame and movie characters (like the blatant MGS:4 Solid Snake lookalike in my profile pic) and I'd like to share them freely with everyone - if that is OK. I'm asking permission first because, from what I gather, a lot of people paid a substantial amount of kick-starter money to have their own custom soldiers in xenonauts, and this infringes on that somewhat. I'd like some feedback if this content is ok before Posting. Thanks for reading! _______________________________________________________ Updated 22/7/13 Download Link is up. This mod replaces *all* portraits for Male and Female, Also fills in some portraits that are currently missing in the experimental build (nor12-20 etc.) Just drop the 'assets' folder into your xenonauts directory As always, make backups of the files you are replacing first - in case you decide to revert to the original portraits. Thanks guys n gals, enjoy! LINK: Xenonauts Hero Portraits Download (right click, save as) I included the photoshop master too if you fancy tinkering.
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